The goal was to update Codex: Grey Knights (C:GK) in-line with the new Space Marine codex (C:SM) while also pivoting the list away from smite spam and more towards psychically-enhanced super-soldiers. Points requires play testing, so this more of starting point than an end point. Design notes are in spoilers.
The Army of Titan (Unit abilities)
The Emperor’s Gift
Every Grey Knight has been subjected to an intensive regime of hypno-indoctrination and spiritual fortification to unlock the potential of their gene-seed, so they may stand unafraid before the horrors of the warp.
You can re-roll failed Morale tests for this unit and ignore any penalties to Leadership from units with the DAEMON keyword.
Bolter Discipline, Shock Assault
As per C:SM
As per C:GK
As per C:GK
Brotherhood of Psykers (BoS)
When manifesting or denying a psychic power, select a model in the unit – measure range, visibility, etc. from this model – and roll 1d6 when taking a Psychic test or a Deny the Witch test. You can declare the unit as a power’s target before attempting to manifest a psychic power with the unit in the Psychic phase and if you do then add 1 to the Psychic test roll.
The Hammer of Daemons (Detachment Abilities)
Knights of Titan
Troops get objective secured.
Roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 5+ that mortal wound is ignored.
Heirs of the Sigillite (Monofaction Bonus)
When a Psychic test or Deny the Witch test is taken for this unit, add 1 to the roll.
1 Quicksilver Armour
The psyker imbues power into his armor, boosting muscle-bundles, and altering composition at the molecular level until it seems as if its plates move over each other with a liquid grace.
Quicksilver Armour has a warp charge value of 5. If manifested, pick a visible friendly GREY KNIGHTS unit within 12” of the psyker. The unit can immediately move an additional 2” and you can add 2 to the unit’s charge roll in the following Charge phase. If the result of the Psychic test was more than 6 the unit can immediately move an additional 4” instead of 2”.
Focusing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow.
Hammerhand has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS model within 12” of the psyker. Add 1 to wound rolls you make for that unit’s Melee weapons until the start of your next Psychic phase. If the result of the Psychic test was more than 7 you can pick a friendly GREY KNIGHTS unit within 12” of the psyker instead of a single model.
3 The Shrouding
The psyker focuses the psychic prayers of his battle-brothers and the power of the Aegis to constantly confuse and wrong-foot their enemies, blinding their corrupted senses with the shining light of their faith and resolution.
The Shrouding has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS unit within 12” of the psyker. The unit gains the benefit of cover until the start of your next Psychic phase. If the result of the Psychic test was more than 9 the unit can only be chosen as a target in the Shooting phase if it is the closest visible enemy unit to the model that is shooting.
Chanting words of warding, the psyker creates a psychic redoubt that steadies his battle-brothers and repels the unrighteous.
Sanctuary has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS unit within 12” of the psyker. Until your next Psychic phase, when resolving an Overwatch attack made by a model in the unit, a hit roll of 5 or 6 scores a hit and any charges made against the unit must subtract 2 from the charge roll. If the result of the Psychic test was more than 8 the unit also fights first in the Fight phase, even if it did not charge. If the enemy has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
5 Astral Aim
The psyker reaches out to the minds of his fellow Grey Knights, mystically guiding their aim to the chosen target.
Astral Aim has a warp charge of 5. If manifested, pick a friendly GREY KNIGHTS unit within 18” of the psyker. Until your next Psychic phase, the unit you picked can re-roll misses with ranged weapons during the Shooting phase and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover. If the result of the Psychic test was more than 7 the unit can target enemy units that are not visible to them.
6 Shield of Blades
The psyker grants visisons of the near future to his comrades, allowing them to use the combination of their transhuman reflexes and Nemesis force weapons to intercept incoming enemy attacks.
Shield of Blades has a warp charge of 4. If manifested pick a friendly GREY KNIGHTS unit within 12” of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum if 3+). Models that do not have an invulnerable save gain a 6+ invulnerable save. If the unit does not shoot in the Shooting phase, they additionally add 1 to invulnerable saving throws. If the result of the Psychic test was more than 8 each time you roll a 6+ for the unit’s invulnerable saving throw, the unit that made that attack suffers a mortal wound.
The psyker draws upon every ounce of willpower to attack his foe’s souls directly; scouring every trace of weakness and corruption with psychic fire.
Scourging has a warp charge value of 5. If manifested, pick a visible enemy unit within 12” of the psyker or a visible enemy unit without the CHARACTER keyword within 18” of the psyker. Both controlling players roll a dice and add their respective unit’s highest Leadership value. If the target’s total is equal to or greater than the psyker’s total, nothing happens. If the psyker’s total is greater than the target’s total, the target unit suffers a number of mortal wounds equal to the difference. If the result of the Psychic test was more than 10 the psyker rolls two dice and uses the higher result.
2 Gate of Infinity
The psyker punches a corridor through the roiling immaterium, allowing his to cross great distances in the blink of an eye.
Gate of Infinity has a warp charge value of 6. If manifested pick a friendly GREY KNIGHTS unit within 12” of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9” from any enemy models.
3 Vortex of Doom
The psyker tears a rift between realspace and the the warp, condemning his foes to total oblivion.
Vortex of Doom has a warp charge value of 8. If manifested, a vortex opens above the nearest visible enemy model within 12” of the psyker. The model’s unit and every other unit within 3” of the model suffers D3 mortal wounds. If the result of the Psychic test was more than 11the number of mortal wounds is increased to D6.
The psyker projects forth the fire in his soul in a searing ball of white flame, igniting the very air around him, incinerating any who come too close.
Holocaust has a warp charge value of 8. If manifested, select an enemy unit within 3” of the psyker and roll a D6 for each model in the unit within 8” of the psyker. The enemy unit takes a mortal wound for each result of 5+. The psyker may choose to take a mortal wound to add one to the die rolls.
5 Glory of the Emperor
The psyker fans the small spark of the Emperor’s light within his veins until it illuminates the battlefield.
Glory of the Emperor has a warp charge value of 7. If manifested, until your next Psychic phase, friendly GREY KNIGHTS units within 12” of the psyker automatically succeed Morale tests and enemy DAEMON units within 12” of the psyker must roll two D6 and use the higher result for Morale tests.
6 Ghosts of Titan
The psyker has a hint of the power which followed Grand Master Vorth Mordrak and can summon a bodyguard of spectral Grey Knights onto the field of battle.
Ghosts of Titan has a warp charge value of 8. If manifested, the psyker ignores wounds on a roll of 4+ and gains an addition D6 attacks during the Combat phase until your next Psychic phase.
And that's the foundation for the rest of the changes. Next up: units.